Twin Troopers: Heavy and the Jets

By dietz057, in Imperial Assault Skirmish

First thing to note, is that you have 2 Elite Heavy Troopers called out as 18 points, when they should only be 16.

Very well thought out and explained piece detailing the units and their strengths and weaknesses. I would love to hear how well this runs at World's and I would also like to know what your command deck will be with this list. Spit-balling, but it sounds like you would be running most of the standard Trooper cards, curious if that is close or not.

Edited by DerangedShadow
Second paragraph

Great article, thanks for sharing. I haven't played the Heavy Troopers yet, still a relatively new player.

I have them primed and set aside for my daughter to paint, she is very excited to paint a set of figures for IA.

I keep trying to make a competitive empire list, so I'm looking forward to tinkering around with the heavy troopers to see how I like it.

1 hour ago, DerangedShadow said:

First thing to note, is that you have 2 Elite Heavy Troopers called out as 18 points, when they should only be 16.

Very well thought out and explained piece detailing the units and their strengths and weaknesses. I would love to hear how well this runs at World's and I would also like to know what your command deck will be with this list. Spit-balling, but it sounds like you would be running most of the standard Trooper cards, curious if that is close or not.

Thanks for the note about the trooper cost. I've fixed that mistake. I'm going to try to detail my time with the list over the next few weeks so I'll let you know how it goes!

Nicely written article!

My son runs Heavy Troopers in nearly every list that he makes, so I see them in action on a regular basis. The big issue he has with them is mobility, which you have noted in your article. His current solution is running just 1 deployment group of eHeavies with Vader's Finest. Your solution to purposely hang out near your deployment zone until late turn 2 is not something he's tried before. I'll share your list and strategy with him to see how he implements it. Thanks!

Only thing I would worry about that list is the dice consistency. Both the Jet and Heavy Troopers are really swingy on damage rolls without targeting computer.

I would also worry about something like the new map. If I saw those eHeavies sitting behind the door, I wouldn't open mine and would instead swing down to the Jabba's statue room, putting myself in position to get in close without exposing myself to their sniper fire. But I have sort of discounted Heavies so it was nice to think about them again. They've got a lot going for them.

-ryanjamal

7 minutes ago, ryanjamal said:

I would also worry about something like the new map. If I saw those eHeavies sitting behind the door, I wouldn't open mine and would instead swing down to the Jabba's statue room, putting myself in position to get in close without exposing myself to their sniper fire. But I have sort of discounted Heavies so it was nice to think about them again. They've got a lot going for them.

-ryanjamal

I appreciate this thought. In my experience. If that happens (and we're talking 4 games or so, take it with a grain of salt), but if my opponent doesn't open their door, I double move one heavy to an objective in that main room between the deployment zones and I move another heavy into the rancor pit. At that point, I've found that exerts enough pressure to force my opponent to come to me.

I'm more a merc player, but this Imp list looks so cool, hope you get some good results.

Beyond that you're only playing since January, so it is really nice to see your growth in a short time, I'm really new to IA and it's always good to see the "making of" off these lists. I'm from competitive x-wing, with interest in IA and your articles been really helping me to understand better this game, kee up the good work :D

PS: Really want a report after worlds :P

Haven't read any other responses yet but wanted to make notes as I read this:

-Agree with the Jet Troopers, amazing unit. One point about their surges, this is why I think that having Targeting Computer on them is a must, rolling blue die can all to often show up as a single, and when that single is a second surge it is as you said the same as a blank. TC REALLY helps control the variability in their attacks. Especially when you worked so hard to get them into the right position, you want to utilize that power.

-You hit Terro on the head, he isn't meant to be this great range attacker, he is meant to go into the pot and stir it up. I've seen Terro get off a 5 target Flamethrower, think about how devastating that is. With his great mobility and people thinking they are safe across the board and not scared to clump up he can be a match MVP. His weakened condition is great for setting up your Jet Troopers as well and their 3 dice rolls, which again with TC helps them get that surge they need and avoid adding wasted ones! I play Terro like I play Obi-Wan in my Rebels list, for 7 points you get a high health figure that is meant to do one thing: soak damage, be a huge nuisance (Obi-Wan's ability to disrupt control for targets around him, Terro's Flamethrower) and most importantly: DRAW FIRE AWAY FROM YOUR OTHER UNITS!

-Terro also doesn't have to just be a throw away or 2 round max unit, with the right command cards (Cavalry Charge, Survival Instincts) he can be **** near unkillable and so annoying just standing right in the middle of the enemy, taunting them.

-As far as the Heavies go, I really don't like them. I've played against them on my E. Rangers and I just tear them open, I've played as them against Merc lists and just gotten destroyed. But I dunno, maybe I am just playing them wrong. Same as the E. Pigs I just don't see the use in these guys but again, I can pick them apart from across the map so maybe that is why.

This post has a list that a friend of mine ran in a tournament not that long ago and did very well, it has a lot of strengths from your list. He was using my stuff so didn't have access to all of the command cards which I talk about in the post:

The E. Jets were great for running objectives, the Dewback rider was again a great distraction but also able to throw some pretty decent damage with that 3 die attack. His AOE is a lot less powerful, but the mobility is great to act as a shield for the Jets. I really feel these Cavalry units were meant to be played as just that, cavalry. Any map that has two routes is a real problem for people playing against this list. You can literally split your forces down the middle and head both ways and it creates a real problem for lists. My list of Obi-Wan, Luke and E. Rangers struggles against this since I am top heavy on my damage, anything that can get up in a Rangers face is key. This list also has a high potential of going after Jabba and/or forcing your opponent to play some defense which opens up even more possibilities. I expect there will be a lot of Jabba's at worlds. As for Jedi Luke and Obi-Wan, you need to hit them with Terro's weaken ability. Once you get that on one of them just focus, focus, focus and they will drop. If you find that isn't working or you lose your Terror early then play to your mobility, make them come back into your ranks and pop in and out and spread out the Jet Troopers. Force them to choose a path but one that allows you to still get in your pot shots. Jedi Luke is a nightmare for any list though. Tempting your opponent to over play him early on by making a juicy target available has been the only way I see his points becoming a disaster. If it goes past round 2 he is always worth the cost.

Edited by FrogTrigger
12 hours ago, dietz057 said:

I appreciate this thought. In my experience. If that happens (and we're talking 4 games or so, take it with a grain of salt), but if my opponent doesn't open their door, I double move one heavy to an objective in that main room between the deployment zones and I move another heavy into the rancor pit. At that point, I've found that exerts enough pressure to force my opponent to come to me.

Ha ha, so if we get matched at Worlds we'll each know how the other plays it :-)

-ryanjamal

Ive been running this squad for a few weeks trying to get a hang of it.
I love the trooper synergies, the high mobility of the Jet troopers and the alternate options for the different deployments
I have been rotating the command cards a bit... trying to find the sweet spot, but I keep coming up short

One thing I have found is, it suffers terribly on the anchorhead map missions
additionally, the Twin suns/Jabbas palace "fringe hero" combo teams consistently chewed through me by turn 5

any thoughts on strategies or a "Must have" set of Command cards?




On 5/3/2017 at 0:21 PM, The Madman said:

Ive been running this squad for a few weeks trying to get a hang of it.
I love the trooper synergies, the high mobility of the Jet troopers and the alternate options for the different deployments
I have been rotating the command cards a bit... trying to find the sweet spot, but I keep coming up short

One thing I have found is, it suffers terribly on the anchorhead map missions
additionally, the Twin suns/Jabbas palace "fringe hero" combo teams consistently chewed through me by turn 5

any thoughts on strategies or a "Must have" set of Command cards?




I went 5-2 at worlds with this list. I still don't think it's quite perfect (the heavies have a few too many limitations), but it is perfectly serviceable against most Hunter focused lists.

This list is incredible open when it comes to the command deck. I initially started by going with the typical trooper cards (Grenadier, Covering Fire), however I actually moved off of that a week before the worlds tournament. I basically pivoted to this: get my Heavies surges at any cost. So I put in Focus, Inspiring Speech, Camouflage, and Blitz. Moreover, I only included 1 and 2 cost cards, so I was more likely to draw cards of value. There are certainly must-haves for the jets: Overrun, Fuel Upgrade, Squad Swarm. Beyond that, I mostly focused on ways to draw command cards and a few other tech options - like Lock On (I think this card is underrated).

What do you mean by the "fringe hero" combo teams? I would love to comment on it, I just want to be sure I have it right.

Also, you're very astute to notice how bad this list is on Anchorhead, particularly if you start at the bottom of the map. You can't threaten any objectives when starting down there and generally your approach with the heavies is very difficult.

Grats on the great record at worlds.. but you misspelled Jabba and E. Weequays.

I kid I kid!! Kudos on running an Imp list though.

In my particular experience this fring team (or ones similar)

Bosk
Mando Whip
Onar
Vinto
HK
Weequay


the collective amount of damage reduction these fringe characters have and compounding ability to dish out damage melted through my forces!

in most cases, I could break Vinto, maybe Bosk and half of the 2 non unique deployments, possibly getting an additional 10-15 points of Skirmish goals
Terro didn't often last past turn 2 and by turn 5, I was essentially tabled

Edited by The Madman

@ryanjamal, do you or John by any chance have an extra 0-0-0 figure? I misplaced him after the free for all tournament. I doubt either of you grabbed him, but I figured it's worth a shot to ask. This is Eric by the way :)

I don't think I do, but I'll check with @Brigadierblu (my friend John) and make sure! Sorry to hear it got lost!

On a side note, I had a blast playing with you and hanging out over the week :-)

-ryanjamal

I looked through my stuff and I don't have your figure. Hope you find him ?

I am holding your droid hostage until you publish World Championship Recap: Part 2...

(Ok - not really but I am still very much looking forward to Part 2! Game 3 was a good one. I was rooting for you to go deep! Sorry for your loss! I hope you find him.)

Edited by malfak

RIP little 0-0-0

21 hours ago, dietz057 said:

RIP little 0-0-0

Um, so actually I found him. Yay! I'm the jerk who didn't check his stuff before leaving the table ?

Sorry! I'll DM you for an address to mail it to.

-ryanjamal